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  • Improvements To the Climbing System

    Improvements To the Climbing System

    July 28, 2021
  • Attached The Powered Ragdoll To the Climbing Gait Planner

    Attached The Powered Ragdoll To the Climbing Gait Planner

    It felt great to finally attach the powered ragdoll rig to the planning rig.

    April 30, 2021
  • Ministry Of Silly Walks Presents Physically Simulated Walking

    Ministry Of Silly Walks Presents Physically Simulated Walking

    A presentation I gave at the Computer Simulation And Gaming Conference (University of Tulsa) about my physically simulated character controller project.

    April 30, 2021
  • UPDATED Mesh Baker Tutorial Videos

    New Mesh Baker tutorial videos are now available! Follow the link below to see the list of new tutorials. More coming soon in the next weeks! https://digitalopus.ca/site/mesh-baker-tutorials/

    April 16, 2021
  • UPDATE ON THE PHYSICALLY SIMULATED CHARACTER CONTROLLER PROJECT

    UPDATE ON THE PHYSICALLY SIMULATED CHARACTER CONTROLLER PROJECT

    An experimental demo is available at: http://digitalopus.ca/_uploads/PhysicsCharacterController.zip This version uses very large 512×3 layer models. The results are good, but I can realistically only run 1-2 characters per scene max. Much of the past few months has been spent reducing the model size. I now use 256×3 models with fewer observations. These models are 10x…

    April 16, 2021
  • Update On The Physically Simulated Character Controller Project

    Update On The Physically Simulated Character Controller Project

    Here is an update on the progress of my ML efforts. Started training a giant colossus sized rig (30 meters tall). Finally upgraded to the latest version of ML Agents. Upgrading is something I generally do infrequently because it usually generates a lot of re-work, but there have been a lot of improvements added. One…

    October 24, 2020
  • Article About Mesh Baker Creator Ian Deane

    The GameDevGuru posted an article about Ian Deane, the creator of Mesh Baker.

    June 9, 2020
  • Added An Airborne Stabilizer

    Added An Airborne Stabilizer

    I added a stabilizer to help align the center of mass with the feet when airbourne. It is not physically realistic but makes the jumps much more reliable

    June 9, 2020
  • Alpha Version of Fully Physically Simulated Character Controller

    Alpha Version of Fully Physically Simulated Character Controller

    Almost usable fully physically simulated experimental character controller. No animations. It has been trained to mimic animations, but needs to walk, balance, turn etc… while mimicking the animations. It can walk, run, jump, tumble & getup. It is awkward to use, some things that one takes for granted (predictable jumps, reliable landing) can be challenging.…

    May 23, 2020
  • Added a “Tumbling” Brain

    Added a “Tumbling” Brain

    This has come a long way since my first attempt to train the guy to walk. Over the Christmas break I trained a tumbling brain so he can get up quickly if he falls with some velocity. Next steps: try to get this working with moving and accelerating platforms.  

    January 11, 2020
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